#pragma once

#include <d3d11.h>
#include <DirectXMath.h>
using namespace DirectX;
struct SPOT_LIGHT_BUFFER;



class D3DCamera
{
public:
	D3DCamera();
	~D3DCamera();

	XMFLOAT4X4 GetMatrix(void) { return viewMatrix; }
	void SetMatrix(XMFLOAT4X4 newMatrix);
	void MoveCamera(double dt);
	void RotateLight(SPOT_LIGHT_BUFFER* buffer);

	
private:


	bool lightOn = true;
	XMFLOAT4X4 rotationMatrix;
	XMFLOAT4 direction = { 0.0f, 0.0f, 1.0f, 1.0f };
	XMFLOAT4 newDirection = { 0.0f, 0.0f, 1.0f, 1.0f };

	//XMFLOAT4 rotationQuaternion = {0.0f, 0.0f, 0.0f, 1.0f};
	XMFLOAT4X4 viewMatrix;
};

